1. Dominator (light long range) frigate is useless

it has medium armor and antimedium weapons. Galor (light) frigate has medium armor and antiheavy weapons, but due to more dps on galor, it still does more damage to medium armor, has 3x more hp, and around 2x more shields, for a price of around 60gold extra...
2. Anti strikecraft Insidious frigate is also useless
Kimal (cruiser) weapons are also antiVeryLight, has more damage, hp, shields, and the intercept ability for torpedoes later on.
3. Heavy cruiser Virulend has heavy armor and composite weapons. Composite weapons are nice damage dealers, but since its heavy armor, light frigates counter it completely due to damage / hp / shield ratio.
Jem'Hadar, all three of them. Research their basic abilities, use the Jem'Hadar only support from the Jem'Hadar in the capital slots. After you do that, a Virulent still blows up fast, but it deals damage on par with the Leviathan. They are by far the best frigates on the side, with capital support. Without it, yeah, they suck.
4. Starbases have low damage. Dominions first capital ship at level 1 has around 300damage average, dominion starbase upgraded to max has only around 200 max (tooltip information). When I saw a group of 10 mirandas take out my fully upgraded starbase i knew i had to give up on it as a starbase that can hold its own, and turn it into mass production facility/influence base. Same thing with other races starbases, their damage is too low, and you know it is when one klingon Vorcha has higher damage output than a fully upgraded starbase
First, damage only looks at one aspect. Chalk it up as an oversight in engine design, there's no display of target counts, and what banks your damage is from have no indications either. The typical starbase design in vanilla entrenchment is 4 targets per bank. All of the ships have 1 target per bank. Damage is not divided per target, it's applied wholesale to each. So, a 100 damage starbase with 4 targets per bank has the same output as a 400 damage capital ship. We've changed up the numbers a bit, some ships have two targets in the front bank, a few even have more. It's basically the same deal though, the starbase has much more damage compared to other ships with similar numbers.
Second, 10 mirandas taking out a fully upgraded dominion starbase... No. Not possible. Even in it's currently bugged condition, at most you could just blow 300 antimatter on a second cast thanks to the cooldown time of 0. Yeah, I'm a retard.
Two words, Opening Salvo. A variant of this ability is in the third slot on the Starbase, achieved via the descriptively appropriate upgrade. The level 1 version has 12000 range on it's target. From the target it spans a 4000 range radius and selects 12 targets. These 12 targets take a whopping 5400 damage over the next 24 seconds from a flurry of plasma torpedoes. So, if 10 Mirandas attack a fully upgraded Dominion starbase, you'll likely notice just in time to see them all blow up.
On the defensive front, your sucky Dominion starbase is indeed a little lackluster on the shield points. The ability in the fourth slot solves that problem. Regenerative Shields will restore 100 points per second for 60 seconds at level 2. I'm not even sure it's physically possible for them to drop one with the right upgrades, the regeneration might be too high.
Dominion starbases fall faster to large fleets, but deal more damage from their awesomely cheesy ability and are impervious to smaller forces.